Knowledge Guru has three game apps that offer different learner and gameplay experiences. Legend and Quest use a question/answer format. Drive uses mini-games that are more robust in the gaming aspect and go beyond simple question/answer. This article explains the main differences between Legend, Quest, and Drive in terms of instructional design, use cases, and player experience.
Want the short and sweet version? Here’s a summary chart.
Now, let’s break it down. When it comes to instructional design, all the Knowledge Guru apps share four core design elements, but there are a lot of differences as well. The chart below shows these differences.
|Uses some method of spacing/repetition to reinforce and enable remembering.||X||X||X|
|Ties to scoring performance.||X||X||X|
|Links content to learning objectives.||X||X||X|
|Provides immediate feedback.||X||X||X|
|Heavily emphasizes adaptive, personalized learning with app adjusting learning content based on user’s performance and confidence ratings.||X|
|Optimized for microlearning with a goal of 5 minutes/session and experiences that require about 2-3 weeks of effort to conclude.||X|
|Players work toward a mastery rating. Spaced repetition influenced by player’s performance and confidence.||X|
|Uses mini-games as means of practice; each mini-game focuses on a single learning objective for laser focus.||X|
|On any day of play, players will encounter a maximum of 3 learning objectives.||X|
|Integrates Bloom’s taxonomy into creation of objectives AND into association of specific mini-games with specific levels of Bloom’s taxonomy.||X|
|Repeats every topic in each World of game. Players get first iteration of content in World A, second iteration in World B, and final in World C.||X|
|Concludes each world with a “bonus gate” game. This game presents learners with questions they made errors on FIRST.||X|
|Allows authors to adjust game spacing.||X|
|Several Q-type choices including ability to incorporate URLs for videos and online resources into questions.||X|
|Includes option to have “performance challenges,” which are a means of providing Accounts for need to provide skill practice or job-related activities.||X|
|Every topic in game has learning objectives associated with it. Every learning objective has question sets or game content associated with it.||X||X||X|
|Focuses on one topic at a time; Players must respond to Qs along 3 paths. Each path contains micro-spaced iterations of content associated with that topic.||X|
|A level = a topic and its 3 iterations of content are paths A, B, and C.||X|
|Players master all content related to a topic before moving to next topic.||X|
|A “grab bag” level is always final topic in game. Repeats every question that is part of game for final spaced repetition.||X|
|Provides single basic Q-type structure. Authors can use images to craft fill-in-the-blank or “select all that apply” questions.||X|
Each Knowledge Guru app has a unique user experience and game design. The chart below describes their unique attributes.
|Game Design and UI/UX Design|
|Desktop or tablet||X|
|Phone, tablet, or desktop||X||X|
|Phone first; viewable on other devices but optimized for phone.||X|
|Game elements: mastery scoring, leaderboards, mini-games w/ mini-challenges, aesthetics, personalization, feedback.||X|
|Game elements: leaderboards, personalization options (character, Guru selection), feedback, levels, star ratings, power-ups, aesthetics, challenge.||X|
|Game elements: challenge, theme, aesthetics, feedback, leaderboards, achievements||X|
|Intended to mirror experience of casual mobile game with quick in/out. Most sophisticated look/feel with goal toward “minimalism.”||X|
|Larger area for questions and for images associated w/questions.||X|
|Smaller area for images; simplest play experience.||X|
|Most sophisticated use of learning games, going beyond simple Q&A.||X|
|Provides most robust player-facing analytics and ID of strengths/weaknesses.||X|
|Player-facing analytics that show scoring, rank, and performance plus player summary report given after each World of play.||X|
|In-game analytics shows player’s rank versus all others in a “See the Standings” tab.||X|
The chart below shows the possible use cases for each Knowledge Guru app.
|Targeted to sales reps/sales training reinforcement||X||
|Can be used to reinforce product positioning, industry knowledge, competitors, objection handling, etc.||X||X||X|
|Play during a live event||X||X|
|Product and process training||X||X|
Not sure which app is right?
Here are some questions that might help you decide.
- Are you limited to IE8? If IE8 is an absolute requirement, then Legend is the game type you need to use.
- Do you want option of play on a smartphone? If yes, use Quest or Drive.
- Are you focused on micro-learning? If yes, Drive or Quest is best.
- Do you need learners to only be able to complete questions associated with ONE topic at a time? If controlling access to topics matters, then go with Legend.
- Would you like the game to include skill components – where players actually practice a skill or do something in addition to answering game questions? If yes, choose Quest.
- Do you want game play to continue across several days or weeks to maximize benefits of spaced repetition? If so, choose Quest or Drive.
- Does your game need more than 4 topics? If so, choose Quest or Drive.
- Are you looking for a one-time, quick-play experience? Choose Legend – you can set up a small game that only has 9 to 12 question sets. People can play in about 15 minutes/ time. Use it to reinforce 1-3 key concepts.
- Do you want to incorporate video? If so, choose Quest or Drive.
- Is your focus reinforcement and / or adaptive learning? Choose Drive.